So, little bit more than a quick hotfix (even though that's the primary purpose of this update) but the project has been migrated over to Unreal Engine 5! This is exciting because it (1) improves the development experience and workflow (Epic has made a lot of improvements all over the place on the dev side), (2) grants the ability to utilize the improved UE systems... i.e. chaos destruction, etc., (3) performance of the game seems to have improved generally, and (4) visually the game looks better to me (definitely can't explain why, but things just look better despite UE5 not utilizing DX12). Nonetheless, this was an important development milestone and I'm glad it is done.
As usual (but especially at this point), please let me know if you encounter any bugs or anything unusual. I suspect the transition probably broke a few things that I haven't been able to identify, so I'm totally dependent on everyone to help me with this! You can utilize the community discord (https://discord.gg/HWG9bxRfBm) or leave a comment/discussion thread in steam (I try to remain active on these). Thank you all for your continued support and until next time... cheers!
Changelog:
- Fixed a bug causing the aircraft to fly to a location of 0, 0, 0
- Fixed a bug causing the mouse input to be locked after entering the pause menu
- Fixed a bug preventing the stats to populate appropriately in Firefight mode
- Moved the project to Unreal Engine 5
- Reworked the wave mode system, to be more clean and efficient (be sure to comment if you run into any issues here)
- In wave mode, changed the map "Convoy" to "Compound." This now uses the "firefight" map and infantry are used instead of the MRAP vehicle (this will be added back later).
- Wave mode now uses the new infantry units, which are much more dynamic and useful. Zombies will now attack infantry, so game over is now dictated by who is still alive
- Made minor changes to various UI elements
Changed files in this update